Grab a pile of six-sided dice and roll seven of them.
Distribute these rolls between the following attributes.
If you can't find a way for these rolls to satisfy any class requirements, you may reroll. (But you have to reroll all seven of them at once!)
Keep hold of those dice, don't disturb them or put them away!
| attributes: |
| BODY (2d6) | MIND (2d6) | SPIRIT (2d6) | TALENT (1d6) |
| associated skills: |
| ASSEMBLE (Precise usage of one's paws to create simple nonmagical items; tools, clothing and jewelry, makeshift weaponry and more.) |
DEVISE (The ability to compose a plan, a puzzle, a song, a spell, or a new use for an old tool.) |
BECKON (The knack for getting people on your side. Also greatly assists in the matter of magical summoning.) |
| CARRY (Equipping heavy items, dragging wagons full of loot and carrying unwieldy objects from place to place.) |
JUSTIFY (Clearly explaining and/or arguing either your point of view, or the truth. Also handy to avoid having your spellcasting disrupted.) |
EMBRACE (Your ability and capacity to employ multiple enchanted items. Also governs your appetite for new experiences in general!) |
| FIGHT (Your expertise in and taste for combat. Encompasses weapon arts, unarmed combat and battle at range.) |
LEARN (The ease with which you can understand new ideas. Good for deciphering unfamiliar languages and adapting weird devices.) |
IMPROVISE (Encompasses fluent lying, artistic extemporanious expression and getting yourself out of trouble in unexpected ways.) |
| PURSUE (Ranger-like physical survival skills and the ability to stave off physical tiredness.) |
MAGNIFY (The ability to really pour your all into the spells you cast.) |
RECITE (Perfect casting, as well as perfect performance of poems, song and dance.) |
| WITHSTAND (Enduring damage without breaking down, along with the knack for beating illness and infection.) |
SOLVE (For solving puzzles and riddles, unravelling an enemy's plan, and for following explanations which make frequent logical leaps.) |
TUMBLE (Your acrobatic ability to balance, to fall without injury and to dodge incoming missiles. Also used for entertainment!) |
Each of these skills gets a score equal to the lowest dice assigned to its governing attribute.
From there, you can spend your talent points in the following ways:
- +2pts to any skill. Can be used multiple times on the same skill, but the first time you choose each new skill, it'll be marked as "specialized". The higher you level, the more value you get from specialized skills.
- You can also specialize in items; spend one talent point to choose any type of equipment. This'll usually be a weapon type ie: club, knife, etc. but you can choose anything you can think of a use for.
- Instead of mutating into an anthropomorphic animal, you can spend one talent point to stay Human or be born as an Iamhnian. (Iamhnians are ancient lizard people who were once symbiotic with humans, and long to be again.)
- This is a more cosmetic option, but you can spend a talent point to buy the right to choose what you've mutated into, rather than receiving a random result. Peruse the table and pick your fave!
| roll d66: | 1d | 2d | 3d | 4d | 5d | 6d |
| d1 | Ladybird | Bat | Squirrel | Lamb | Hedgehog | Dog |
| d2 | Owl | Squirrel | Lamb | Lamb | Pigeon | Hare |
| d3 | Rat | Rat | Bunny | Bunny | Cat | Pigeon |
| d4 | Moth | Rat | Bunny | Bunny | Cat | Cat |
| d5 | Spider | Moth | Magpie | Magpie | Bee | Deer |
| d6 | Goat | Otter | Magpie | Bee | Fox | Newt |